gl_FragColor = vec4( tot, 1.0 );It turns out the Torus was so diaphanous anyway...
gl_FragColor.a = length(gl_FragColor.rgb);
}
/* void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir )
{
float time = iTime*0.25 + 0.01*iMouse.x;
float anim = 1.1 + 0.5*smoothstep( -0.3, 0.3, cos(0.1*iTime) );
vec3 col = render( fragRayOri + vec3(0.82,1.2,-0.3), fragRayDir, anim );
gl_FragColor = vec4( col, 1.0 );
gl_FragColor.a = length(gl_FragColor.rgb);
}
*/
It turns out the Torus was so diaphanous anyway...
it reqired a very specific background in order to not compete with it,
gl_FragColor.a = length(gl_FragColor.rgb)*10000000.0);
gl_FragColor.a = ( length(gl_FragColor.rgb > 0,001) ? 1.0 : 0.0;
allow: pole, tablehenceforth. to make it a little easier for da pole lovers.
ΠΡΠ΄ΡΡΠΈ Π±Π΅ΡΠΏΠ»Π°ΡΠ½ΡΠΌ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Π΅ΠΌ iStripper, Π²Π°ΠΌ Π½Π΅ ΡΠ°Π·ΡΠ΅ΡΠ°Π΅ΡΡΡ ΠΎΡΠ²Π΅ΡΠ°ΡΡ Π½Π° ΡΠΎΡΡΠΌΠ΅ ΠΈΠ»ΠΈ ΠΆΠ΅ ΡΠΎΠ·Π΄Π°Π²Π°ΡΡ Π½ΠΎΠ²ΡΡ ΡΠ΅ΠΌΡ.
ΠΠΎ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΡΠΎΡΠΌΠΎΡΡΠ΅ΡΡ ΠΎΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΊΠ°ΡΠ΅Π³ΠΎΡΠΈΠΈ ΡΠΎΡΡΠΌΠ° ΠΈΠ»ΠΈ ΠΏΠΎΠ·Π½Π°ΠΊΠΎΠΌΠΈΡΡΡΡ Ρ Π΅Π³ΠΎ ΡΡΠ°ΡΡΠ½ΠΈΠΊΠ°ΠΌΠΈ !